Cranas Expanded

Player Races

Uerians

The Uerians are beings that reside in winding and twisting caverns below the surface, which forms up a large system known collectively as the Underdark. Aside from a few duergar, the Uerians are the sole most humanoid race of the Underdark.

Racial Traits

As a Uerian, you gain these following traits as part of your race.

Ability Score Increase Your Dexterity score increases by 1.

Age Uerians mature when they reach 13, not so far off from humans. They have the capability to live at around 120 years old when not killed prematurely, and records describe some living at about 160 years old, but they often die before their time in battle or from diseases, and as such the average lifespan of them has been brought down.

Alignment Uerians don't bother themselves with ethics or morality. They simply follow the philosophy to live and let live. Therefore, they tend to be Neutral.

Size Uerians tend to be around 1.8 meters tall when at their peak. Your size is Medium.

Speed Uerians move quite swiftly for their size. They owe this to their longer legs and superior stride. Your base walking speed is 35 feet.

Darkvision You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.

Uerian Weapon Training You gain proficiency with light picks and longbows.

Tentacled Body Uerians have several growths which can retract and extend from their arms and body. As a bonus action, you can cause your tentacles to come out. When you do, you gain the following benefits - a climbing speed of 30 feet, and a new natural attack, which deals 1d4 bludgeoning damage. Also, when you hit an enemy with your tentacle attack, you can choose to grapple that creature. When you do, that creature must make a Dexterity saving throw, DC 8 + your Dexterity bonus + your proficiency bonus. On a failed save, it is restrained and that arm cannot make attacks. The target can repeat the saving throw at the end of its turns, ending it on a success. The target takes 1d4 bludgeoning damage at the end of its turns.

Reproduction Uerians have no gender. They all possess the same capability to reproduce as the other Uerians, provided they are not maimed, dead, or mutated. Uerian infants stay in the womb for about 6 months.

Subraces Not all Uerians are the same. The hive Uerians, named for their spindly bodies, shell-like carapaces, and claws, are unlike the true Uerians, who are purple all round.

Hive Uerians

The Hive Uerians do not possess the hive mentality of bees and formians, and are named due to their similarity to bees. A hive Uerian has a dark yellow hexagonal terraced shell all over their body. As a result, their tentacles cannot reach out, and some say they don't even have any. You lose the tentacled body feature.

Ability Score Increase Your Constitution and Intelligence score both increase by 1.

Carapaced Body Your AC while unarmored is equal to 12 + your Constitution modifier. You lose the tentacled body base trait.

Claws You are considered proficient with your unarmed strikes. Also, they deal 1d4 slashing damage instead of bludgeoning.

Innate Magic You know the cantrips Fire Bolt and Friends. Also, at 2nd level, you can cast Darkness as a 2nd level spell. You can see through this darkness and Intelligence is considered your spellcasting ability.

True Uerians

The True Uerians are purple, tentacled, and versatile, and are the epitome of their race.

Ability Score Increase Your Charisma increases by 1, and any score of your choice further increases by 1.

Know the Darkness Your darkvision can penetrate through magical darkness. Also, you can cast dancing lights without having to keep concentration.

Luminescence As a bonus action, you can shed dim light for 5 feet. This lasts until you are incapacitated or take another bonus action to end it. This will not reduce the light level around you. If the light level around you is bright, you emit only bright light.

Wrathful Tentacles At 3rd level, your tentacle damage increases to 1d6, to 1d8 at 7th level, and 1d10 at 15th level.

Uerian Magic You can cast Ooze Puppet once per short or long rest, and at 5th level, you can cast Lightning Bolt once per short or long rest. When you attempt to do so again before resting, your hit point maximum is deducted by 2d10 hit points in order to cast. This damage cannot be blocked, reduced, or deducted in any way. You regain lost hitpoints after finishing a long rest. Charisma is your stat for casting these.

Shade Uerians

The Shade Uerians are named for their darker skin color. They are more nimble and agile than other Uerians.

Ability Score Increase Your Dexterity and Intelligence score both increase by 1.

Agility You can take the dash action as a bonus action. When you do, you gain the benefits of the disengage action.

Shadow in the Dark While in darkness, you count as being invisible.

Dark Magic You know the cantrip Light Out. Your spellcasting ability for it is Intelligence.

Stealthy You have proficiency in Dexterity (Stealth) checks.

Subraces

Aasimar

Lightbearer Aasimar

Lightbearer Aasimar are fierce protectors of good and nature in this world. These Lightbearer Aasimars strive to fan the flame of good and protect it from the harsh elements, even if it would cost them their life.

Ability Score Increase Your Charisma score increases by 1.

Keeper of Light You know the Sacred Flame cantrip.

Cloak of Radiance Starting at 3rd level, you can project radiance from yourself, dispelling all darkness within 10 feet of you. You glow with radiance, blinding all who gaze upon you.

This form lasts for a minute or until you use a bonus action to end it. During it, you shed bright light out to 10 feet and dim light for 30 more. You also deal radiant damage to any creature in your bright light equal to your class level. Also, when a creature looks at you, it must make a Constitution saving throw (DC 8 + your Charisma score + your proficiency bonus) or take radiant damage equal to your proficiency bonus and be blinded for the next round.

Once you use this trait, you cannot do so again until you finish a long rest.

Conquerer Aasimar

Conquerer aasimar are powerful and bloodthirsty. While they are not innately evil, they are violent and out for blood, as well as being notable combatants.

Ability Score Increase Your choice of either you Strength or Dexterity score increases by 1.

Martial Advantage When you have advantage on a melee attack roll with a martial weapon, you can choose to gain advantage on the damage roll, at the cost of the advantage on the attack roll.

Conquest Avatar Starting at 3rd level, you can use your combat prowess and power to radiate energy from yourself.

This form lasts for a minute or until you use a bonus action to end it. During it, you deal extra damage equal to your character level of the same type of your weapons. In addition to that, you gain a bonus to Strength equal to your proficiency bonus.

Once you use this trait, you cannot do so again until you finish a long rest.

Kobolds

Paragon Kobolds

Sometimes, a kobold might manifest the power of a dragon due to a special bloodline. These kobolds are paragon kobolds due to their extraodinary power. These following stats replace your standard kobold stats. You still retain your small size though.

Ability Score Increase Two scores of your choice increase by 1 or one score of your choice by 2.

Draconic Ancestry The ancestry of your draconic heritage manifests as power in you. You gain resistance to the damage type of your ancestor. (Acid for black, lightning for blue, fire for gold, et cetera).

Bonus Feat You have specialized training and an expanded knowledge. You gain an extra feat at 1st level, provided you meet the requirements for it.

Swamp Kobolds

The swamp kobolds are usually lazy, but still power hungry. They envy and worship dragons, in the hope that it would grant them power.

Ability Score Increase Your Constitution score increases by 1.

Damage Resistance You gain resistance to poison damage.

Firemount Kobolds

The firemount kobolds live in sulphorous mines and volcanoes, and are descended from the red dragons. They possess some traits from their draconic ancestors that other dragons lack. Some notable clans are the Sulphorot, and the

Ability Score Increase Your Intelligence score increases by 1.

Damage Resistance You gain resistance to fire damage and suffer none of the negative effects of extreme heat.

Elves

Mountain Elves

The mountain elves live on mountaintops as seers, knowing all but rarely doing anything about it. They tend not to adventure around, as they believe that as long as something does not affect them. As a result, they have a massive superiority complex, viewing themselves as gods who rise above the weak mortal beings which live lower down the mountain.

Ability Score Increase Your Intelligence score increases by 2.

Mountaintop Adaption You are adapted to cold climates and can breathe in the thin air of mountaintops.

Seer's Magick You can cast clairvoyance as a 3rd level spell at 3rd level, without requiring material components. Once you cast it in this way, you cannot do so again until you finish a long rest.

Ouroboron Elves

The Ouroboron elves came to this realm fleeing their destroyed planet. They used to possess advanced tech, but that has been destroyed in their escape. They have skin like obsidian - smooth, shiny, jet black - and hard.

Ability Score Increase Two of your Constitution, Charisma or Intelligence scores increase by 1.

Obsidian Skin While wearing any armor other than a shield, your AC is equal to 12 + your Dexterity modifier.

Ouroboron Habits You are from Ouroboron, and thus instead of the standard elven culture, you can speak Ouroboron.

Sun Elves

The Sun elves live in the desolate desert wastes of the Sunlands. They are expert archers and horse riders .

Ability Score Increase Your Constitution score increases by 1.

Horse Riding You gain proficiency in riding horses as a vehicle, and when you make a check related to handling or riding horses, you can double your proficiency bonus to it.

Mastery of Bows You gain proficiency with longbows, shortbows, and recurves.

Sun Bow Technique If you score a critical hit with a bow, you can choose to add your proficiency bonus to damage.

Gold Elves

The Gold Elves are the original earthly descendants of the Alf. They have heightened magical skills and are also very learned.

Ability Score Increase One of your Strength, Charisma, or Intelligence scores increase by 1.

Learned Skill You can choose two bonus non-weapon non-armor skill or tool-based proficiencies.

Magical Skill You can cast a first level spell of your choice once between short or long rests.

Organized Fighters You gain a +1 bonus to hit with all martial melee weapons.

Class Archetypes

Warlock Patron: The Lord of the Hunt

The enigmatic Lord of the Hunt is a powerful being. Many associate him with free-spirited but deadly arboreal knights, wood woads, rangers, and druids, but he is known to also have some powerful warlocks in his ranks.

Bonus Proficiencies

At 1st level, you gain proficiency with simple weapons, light and medium armor, as well as 2 martial weapons of your choice.

Huntsman's Spear

At 1st level, you can use a bonus action to materialize your Huntsman's Spear. It is considered a magical weapon, and you can use Charisma to hit and to damage. When you make a ranged attack roll with the Huntsman's Spear, upon striking the target, it instantly shifts back to your hand. If you miss, you can use a bonus action to summon it back to your hand. The damage also increases to 1d8/1d10 at 2nd level, 1d10/1d12 at 9th level, and 2d6/2d8 at 15th level. The spear lasts until you are incapacitated or you use a bonus action to dismiss it. Once you summon your spear, you cannot do so again until you finish a short or long rest.

Striding Steps

At 1st level, you can cover larger distances in shorter steps. While you are not encumbered or in difficult terrain, your base walking speed increases by 5 feet.

Summoning Sheperd

At 6th level, as a reaction when you take damage and your spear is on you, you can expend a spell slot to cast Conjure Animals as a spell of that level, but the summoned animal must be within 10 feet of you.

Huntsman

At 6th level, your power as a Huntsman of the Lord of the Hunt allows you to influence the outcome of a battle. Once you use an option, you cannot do so again until you finish a short or long rest. At 9th level, you can perform each option twice before having to rest.

Curving Arrow As a reaction when your ally (or you) makes a ranged attack roll against a target with cover, treat it as if there was full range of vision against said target.

Seeking Arrow As a reaction when your ally or you misses a ranged attack, you can reroll the attack roll. You must use the second attack roll.

Great Blow As a reaction when you or your ally hits an enemy with an attack, you can reroll the damage and add your spellcasting modifier for damage.

Translocating Slayer

At 10th level, when you hit an enemy with your spear, you can use a reaction to teleport within 15 feet of them. The next attack you make against them, providing that it is executed in your next round, deals an extra 2d10 force damage. This damage increases to 3d10 at 14th level, and 4d10 at 16th level. You can only deal this extra damage once, and you must take a short or long rest before you attempt to do so again.

Spirit of the Hunt

At 14th level, your mastery as a Huntsman begins to show. As an action, you can transform into your choice of one of the following beings, each with its own bonuses. You can remain in your transformation for a minute, and when it ends, you cannot do so again until you finish a long rest.

Titanic Tree Spirit You transform into a Large elder tree spirit. Your AC becomes 17, and you lose all attacks with the exception of casting spells or using this form's natural weapons. Your slam attack deals 2d8 bludgeoning damage and utilizes your spellcasting modifier to hit and your Charisma bonus to damage. It counts as a magical weapon for the purpose of overcoming damage resistance. You also gain temporary hit points equal to 5 times your warlock level. When these temporary hit points run out, your form instantly ends. Likewise, if your form ends, these temporary hit points are lost.

Ancient Reaver You transform into a Medium ancient reaver. Your AC becomes 18, your Strength and Dexterity scores become as high as your Charisma score. Each turn, you gain temporary hit points equal to half your warlock level when you don't have any temporary hit points. These temporary hit points go away when your form runs out. Also, as a bonus action, you can teleport up to 60 feet away to a place you can see.

Ranger Archetype: Member of the Hunt

Huntsman's Mark

At 3rd level, you can mark your foes for death. As an action, choose an enemy within range. When you hit them with a ranged attack, they take an additional 1d8 poison damage and they gain one of these effects.

Grasping Thorns: Your target must make a Dexterity saving throw or have their speed reduced to 0. They can repeat the save each round, ending the effect on a success.

Conjure Animals: You can choose to summon a beast within 10 feet of your target which is allied to you. The beast must be of CR 1 or lower. The CR increases to 2 at 5th level, to CR 3 at 7th level, to CR 4 at 9th level, to CR 5 at 12th level, to CR 6 at 15th level, and to CR 7 at 17th level.

Tracking Shot: Your target is now being tracked. For the next 24 hours, you have a +2 bonus on all ranged attacks against them and advantage on all attempts to track them.

Once you have used this ability, you must take a short or long rest before doing so again.

Spell Shots

At 7th level, you can imbue your shots with power derived from the Hunt. As a reaction, you can expend a first level spell slot to use one of these options against your foe.

Seeking Arrow: As a reaction when you or your ally misses a ranged attack, you can reroll the attack roll. You must use the second attack roll.

Poisoned Arrow: As a reaction when you or your ally hits an enemy with a ranged attack, you can cause the arrow to burst into a poisonous cocktail with still inside them. The target must make a Constitution saving throw or take 2d6 poison damage, or half on a successful save.

Splintering Arrow: As a reaction when you or your ally misses an enemy with a ranged attack, you can cause your arrow to splinter into many different pieces, striking your foe. Your target then must make a Dexterity saving throw or take 1d8 piercing damage, or half on a save. This cancels out any special ability the arrow or shot might have.

Huntsman's Arrow

At 11th level, you can imbue your arrows with the ability to seek out and destroy your foes. You can empower an arrow with Huntsman's Arrow once between short or long rests. When you hit an enemy with Huntsman's Arrow, they take an extra 3d8 piercing damage and the arrow sprouts wooden "roots" in the target. The roots deal 1d10 poison damage each round, and must be burned away by dealing at least 10 fire damage, or by using an action to pull out the arrow, making a Strength check versus the attack roll. If the arrow is removed, the target takes 2d6 piercing damage, but the effect ends.

Manyshot

At 15th level, your knowledge from the Hunt allows you to use magic to fire faster and straighter. As a bonus action, you can activate manyshot, which lasts for the next 5 rounds. During these next 5 rounds, when you take the attack action, you can make 2 extra attacks, provided that they are ranged attacks. Each of your ranged attacks deal an extra 1d8 piercing damage while in manyshot.

Once you use this ability, you cannot cast spells for the next minute and cannot use this ability again until you finish a long rest.

Wizard Tradition: Palemaster

Palemasters are wizards who harness negative energy in order to empower themselves. Also known as white necromancers due to their generally more friendly attitude and their pale skin.

Bonus Proficiencies

At 2nd level, you gain proficiency with shields and medium armor, as well as 2 martial weapons of your choice.

Null Magic

At 2nd level, you can harness the negative energy within you to empower your spells. When you cast a spell that deals necrotic damage, you can choose to roll the damage again and take either.

Negative Form

At 6th level, you know how to suffuse your body with negative energy, turning yourself into an undead-like creature. As an action, you can transform. While transformed, your speed is reduced to 20 feet, but you gain resistance to all nonmagical damage. Your unarmed strikes deal 1d4 bludgeoning damage and your AC while unarmored (excluding shields) is AC 13 + your Constitution modifier. Once you transform, you cannot do so again until you finish a short or long rest.

Wraithlike Form

At 10th level, your negative form becomes more powerful. While transformed, you can use an action to discorporate, allowing you to move through solid barriers as if they were difficult terrain. Ending your turn in it deals 5 force damage. While discorporating, you do not provoke opportunity attacks.

Shroud

At 14th level, you have mastery of magic while in your negative form. When you transform, choose a shroud. The shroud remains until you exit your negative form. Also, your speed is no longer reduced in your negative form.

Shroud of the Zombie You gain immense Strength. You automatically succeed any Strength check with a DC lower than your spellcasting DC. Your Strength stat, while shrouded, cannot be lower than that of your Intelligence score. If your Intelligence drops, so does your Strength, although it cannot drop lower than that of your base Strength score. Also, your melee attacks with Strength deal an extra 1d8 damage of the type. As a reaction when you are reduced to 0 hp, you can instead drop to 1 hit point, but your negative form ends.

Shroud of the Ghoul Your unarmed strikes improve, and you can deal 1d6 slashing damage with them. Also, you know the location of any humanoid or giant within 100 feet and have advantage on all attack rolls (spells or otherwise) against them. Also, you can spend some time devouring the corpse of a slain creature (1 minute if tiny, 10 minute if small, 15 minutes if medium, 30 minutes if large, 1 hour if huge, and 2 hours for gargantuan). When you finish consuming the corpse, you regain hit points equal to half their hit point maximum. This ability cannot be used against oozes, plants, abberations, undead, and constructs. If the creature died by poison, consuming the corpse causes you to take 5d6 poison damage. If the creature died with a disease, you must save against it when you consume the corpse. Once you have consumed a corpse, you must take a short or long rest before doing so again.

Shroud of the Wraith You gain the powers of incorporeal wraith. You no longer need to expend an action to discorporate, you can do so naturally. Also, while discorporating, you gain a flying speed of 30 feet. In addition, any enemy who hits you with a melee weapon attack within 5 feet takes cold damage equal to half your wizard level.

Shroud of the Mummy Swirling sands wrap around you and cracked dusty veils shroud your body. Any creature which ends its turn within 5 feet of you or who enters there for the first time on their turn must make a Constitution saving throw or be blinded and take fire damage equal to your Intelligence modifier. Also, when you take damage, you gain a temporary buffer against that type of damage which lasts for the next minute, reducing the damage of that type taken by your Intelligence modifier. You c

Martial Archetype: Pugilist

The archetypal pugilist is a brawler who uses their build and training to wrestle and beat down their foes.

Brawling

When you take this archetype at 3rd level, you deal 1d4 damage with your unarmed strikes. In addition to that, after you make a melee weapon attack, you can use a bonus action to make an unarmed strike as a melee attack.

Brutal Punch

At 7th level, your critical range for unarmed strikes increase to 19-20. Also, when you make an unarmed strike against an enemy who has not yet acted in combat, you deal double damage die and have advantage on the attack roll. Your unarmed strike damage increases to 1d6.

Resilience

At 10th level, you can push yourself to keep on fighting even when all odds are against you. When you expend a use of action surge, you can make an extra unarmed strike, and when you use your indomitable, you regain extra hit points equal to your fighter level.

Beat Down

At 15th level, your unarmed strike damage increases to 1d8. Also, when you make a successful unarmed strike against an enemy of Large or smaller, you can pin them down with a successful Strength(Athletics) contest. While pinned down, they and you are prone. You have advantage on all attack and damage rolls against them. Also, whenever they make an attack against you, you can use your reaction to make a melee attack against them, inposing disadvantage on the roll.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.


Huntsman's Versatility

Prerequisite: Pact of the Blade, Lord of the Hunt patron

You can use your Huntsman's spear as your pact weapon.


Arcane Blast

Prerequisite: Eldritch Blast Cantrip

When you hit an enemy with your eldritch blast, you can choose to replace the damage type with either lightning, fire, acid, poison, cold, thunder or necrotic damage.


Eldritch Ballistics

Prerequisite: Eldritch Blast Cantrip, 5th level.

When you hit an enemy with your eldritch blast, you can choose to expend a spell slot for it to negate resistances and also to explode in a 10 foot sphere, dealing extra 1d8 force damage per level of your spell slot to all enemies in the area if they fail a Dexterity saving throw. A successful save halves the damage.


Animator of Material

Prerequisite: 9th level.

You can cast animate objects with a warlock spell slot. Once you do so, you cannot do so again until you finish a long rest.


Speaker of Storm

Prerequisite: 5th level.

You can cast call lightning with a warlock spell slot. Once you do so, you cannot do so again until you finish a long rest.


Poisoner of Man

Prerequisite: 9th level.

You can cast poison with a warlock spell slot. Once you do so, you cannot do so again until you finish a long rest.


Necrotic Ray

Prerequisite: Eldritch Blast cantrip, 9th level.

Your eldritch blast is melded with negative energy to better suit your needs. Your eldritch blasts appear to be rays of negative energy as opposed to orbs of force, and they deal necrotic damage. Also, any damage taken from your altered eldritch blast cannot be healed, and ignores resistance, but has no effect on constructs or undead. As an action, you can switch to your normal eldritch blast or back to this altered necrotic version.


Fear Cone

Prerequisite: 9th level.

As an action, you can create a cone of fear. All creatures in a 30 foot cone must make a Wisdom saving throw or be frightened of you for the next minute. A frightened creature can repeat the save at the end of its turn. Once you use this ability, you cannot do so again until you finish a short or long rest.


Seeker's Eye

Prerequisite: 5th level, Seeker patron.

Your patron grants you the ability to analyze your foe's defences in order to better allow you to defeat them. As an action, you can analyze a creature within 100 feet of you which you can see. You then learn its resistances, immunities, and vulnerabilities. If you analyze them a second time, you learn its maximum hit points, its current AC, and its physical stat scores. If you analyze them a third time, you learn its current hit points and mental/spellcasting scores, and what level spellcaster it is, if it has.


Maddening Hex

Prerequisite: 9th level, Hexblade patron.

You enchant your hex to become even more powerful. When you use your hex against an enemy, when you deal damage to them with a melee weapon, they take extra psychic damage equal to your Charisma modifier. Also, an affected enemy is frightened of you when hexed on a failed Wisdom saving throw. They can repeat the saving throw every round, ending the effect on a success.


Grip of the Underlords

Prerequisite: 9th level, Eldritch Blast cantrip.

When you hit an enemy with your Eldritch Blast, they must make a Dexterity saving throw or take 2d6 bludgeoning damage and be restrained until their next turn. Once an enemy fails their save against this effect, they automatically succeed all subsequent saves against this effect for the next minute.


Devil's Grip

Prerequisite: 15th level.

Fiendblood Sorcerous Origin

Your power most likely comes from an ancient pact with the sovereigns of Hell or perhaps a side effect of the Calling in tieflings. Either way, it grants you hellish powers for you to utilize at your own cost.

Bonus Proficiencies

When you take this archetype at 1st level, you gain proficiency with shields and one weapon of your choice. If your origin is Dis, instead of these you gain proficiency in up to 3 martial melee weapons and medium armor. If your origin is Cania, instead of these proficiencies, you gain proficiency in 3 ranged martial weapons. If your origin is Malboge, instead of these proficiencies, you gain proficiencies in heavy and medium armor as well as 5 martial weapons.

Infernal Origin

Every fiend from Hell has an origin, and the origin of your powers is linked to the area you or your ancestor resided while in Hell. You gain resistance to the damage type of your origin and it later determines special abilities.

Infernal Origin Damage Type
Avernus, the Gateway to Hell Fire
Dis, the Iron City Force
Minauros, the Green Moon Poison
Phlegetos, the Capital of Hell Fire
Stygia, the Lost Moon Cold
Malboge, the Southern Crags Thunder
Maladomini, the Beneath-Maze Necrotic
Cania, the Icy Wastes Cold
Nessus, Hell's Heart-Moon Fire

Fiendish Awakening

At 6th level, you can awaken your fiendish power to manifest, giving you powerful abilities for a while. As an action, you can expend 3 sorcery points to start your fiendish awakening, which lasts for a minute. Once you use this ability, you cannot do so again until you finish a long rest.

Avernus You burst into flames, charring your body and outlining it in licks of fire. You gain immunity to fire damage and as an action, you can blast fire at an enemy in a 30 foot cone. All affected creatures need to make a Dexterity saving throw. On a failed save, the targets take 4d6 fire damage. The damage is halved on a successful save. At 9th level, the damage increases by 1d6 then again at 12th, 15th, and 17th level. Also, you gain resistance to area of effect damage.

Dis An iron mace appears in your hand and a shield made of force appears in front of you. You are considered proficient with the mace. As an action, you can attack an enemy with the mace, dealing 1d8 bludgeoning and an extra 3d4 force damage, and knocking back the target by 5 feet. You can use your Charisma to hit and to damage with it. Also, you have resistance to nonmagical bludgeoning piercing and slashing damage. The force damage increases to 4d4 at 9th level, then to 5d4 at 11th level, and to 6d4 at 15th level, and 7d4 at 18th level. Also, as an action, you can strike the floor with the mace, causing ripples of force to expand out of you in a 30 foot sphere. All enemies in this area must make a Strength saving throw or have their speed halved and be knocked prone and out of the sky if flying.

Minauros Toxic sludge, poisoned barbs, and acrid fumes emanate from you. The sludge protects you, granting immunity to acid damage. Also, when a creature touches you, they take 1d10 acid damage. When you are hit with a nonmagical weapon, the weapon takes a -1 penalty to hit and to damage. If the weapon takes a total of -4 to hit in this way, it is destroyed. Any creature which grapples you takes 2d4 poison and 2d4 acid damage at the start of their turn. Nonmagical ammunition also is destroyed upon hitting you. The fumes you emit cause all enemies within 30 feet of you to subtract your Charisma modifier from all ability checks and saving throws. Also, you can exhale poisonous clouds of gas from your mouth. As an action, you create a 10 foot by 10 foot cloud of a powerful pollutant within 10 feet of you. As a bonus action on your turns, you can move it up to 10 feet. Any enemies starting their turn in this gas must make a Constitution saving throw or have their speed halved, be poisoned, and take 2d10 poison damage. You can only control one cloud at the time. The cloud damage increases to 3d10 at 10th level and the acid damage to 2d10. At 14th level, both the cloud and acid damage increase by 1d10, and again at 18th level.

Phlegetos

Stygia Ice shards cover your body and rimes your flesh. You gain immunity to cold damage and resistance to fire damage. As an action, you can spray ice shards in a 30 foot cone. All targets caught in the area must make a Dexterity saving throw or take 2d4 piercing damage and 2d4 cold damage, or half on a successful save. As a bonus action, you can create a temporary wall of shards of frozen fluids. The wall can be up to 30 feet wide and 30 feet high, and 5 feet thick. The wall has resistance to all damage but immunity to cold, poison, and psychic and vulnerability to fire. The wall has 8 hit points for every sorcerer level you have. Also, when you cast a spell dealing cold damage, you can reroll the damage roll and choose which to use. At 10th level, the spray damage increases by 1d4 piercing and 1d4 slashing, and again at 15th and 18th level. At 12th level, you deal maximum cold damage with cold spells while in this awakening.

Malboge Stone spikes erupt from you and you swell to a massive size. Your size increases to large, and you gain temporary hit points equal to your sorcerer level. Your attacks deal an extra 1d6 damage of their type and have a +2 bonus to hit with weapons utilizing Strength and to Strength saving throws, at the cost of having your speed halved and a -2 penalty to Dexterity saving throws and attack rolls using Dexterity. Also, while in this form, you gain a +3 size bonus to AC and knock Medium or smaller creatures prone on a failed Strength saving throw when you hit them with an attack. While in this form, you make spell attack rolls with disadvantage, and targets of your spells have advantage against saving throws of damaging spells. The bonus and penalties (excluding the AC bonus) further increase to +3 at 10th level and +4 at 15th level. The additional damage also increases to 2d6 at 10th level, then 3d6 at 13th level, and 4d6 at 16th level.

Maladomini You mutate in different ways. Roll 2d8 on the table below to determine your mutations.

Mutations
d8 Mutation
1 Reach
2 Farsight
3 Breath Weapon
4 Wings
5 Spines
6 Conductivity
7 Flames
8 Frost

Reach Your reach increases by 5 feet, and your movement speed by 10 feet. You have a +2 bonus to Dexterity saving throws.

Farsight You gain truesight up to 30 feet.

Breath Weapon You can use an action to breathe death energy into a 30 feet cone. All affected enemies must make a Constitution saving throw or be blinded and take 3d8 necrotic damage, or half on a successful save. The damage increases to 4d8 at 9th level, to 5d8 at 13th level, and to 6d8 at 16th level, and to 7d8 at 20th level.

Wings You gain wings and a flying speed up to twice your movement speed. As an action, you can beat your wings to create a 5 foot wide 40 foot long line of blasted air. All targets in this area must make a Strength saving throw or be knocked prone and to the furthest point in the line.

Spines Steely spines cover your body. As an action, you can fire 2d3 homing spines at a single target within 100 feet. Each spine deals 1d4+1 piercing damage and you learn the location of this target. The number of spines increases to 2d4 at 9th level, 2d6 at 12th level, 2d8 at 15th level, and 2d10 at 18th level.

Conductivity Electrical power flows through you. When you touch a target, you can choose to discharge your power, dealing 7d4 lightning damage. You also gain immunity to lightning damage. The damage increases to 8d4 at 10th level, then to 9d4 at 14th level, then to 10d4 at 18th level.

Flames Fire singes your hands and face, and flames dance on your palms. You gain resistance to fire damage and can hurl fire as an action. Make a ranged spell attack against an enemy within 30 feet. On a hit, the target takes 4d8 fire damage. This damage increases to 5d8 at 9th level, then to 6d8 at 12th, and to 7d8 at 15th, and 8d8 at 18th level.

Frost Ice rimes your body. You gain resistance to fire damage and when an enemy hits you with a melee weapon attack within 5 feet of you, they take 2d6 cold damage. This damage increases to 3d6 at 9th level, 4d6 at 12th, to 5d6 at 15th, then 6d6 at 18th.

Cania

Nessus

Power of Hell

At 14th level, you gain power based on your origin.

Avernus When you cast a spell dealing fire damage, you can reroll the damage dice and choose to use the highest result. Also, you can walk on lava as if it was solid ground.

Dis When you deal damage with a weapon, you deal an extra 1d6 force damage with it. Also, you gain proficiencies with maces, and as a bonus action, you can summon an iron mace, which deals 1d8 bludgeoning damage and you can use your Charisma to hit and to damage. If you use your fiendish awakening while wielding this mace, the mace transforms into the new mace. When you hit an enemy with your mace, you can expend at least a sorcery point to deal an extra 1d8 force damage per sorcery point spent.

Minauros As a bonus action on your turn, you can become a sludge for the next round. While in sludge form, you can fit through spaces as wide as an inch without squeezing, has a climb speed equal to your normal base walking speed and can make slam attacks dealing 1d4 bludgeoning and 1d8 acid damage. Also, any enemy touching you takes 1d8 acid damage. You must use another bonus action to revert back into human form. However, while in sludge form, you do not benefit from armor, weapons or items. They return when you become human again.

***Phlegetos

Stygia

Malboge When you hit an enemy with a melee weapon attack, you deal an extra 1d8 damage of that weapon's type. This increases to 2d8 at 20th level. Also, you can expend 2 sorcery points to deal maximum damage with a melee attack.

Maladomini

Cania

Nessus

Infernal Power

At 18th level, the power of your fiendish origin grows even more powerful.

Avernus You gain innate immunity to fire. Also, you have resistance to cold damage. When you take damage, you gain a pool of fiend power equal to half the damage taken. The maximum number of points in the pool is equal to twice your sorcerer level. When you cast a spell which deals fire damage, you can expend a number of points from the pool to increase the damage dealt by that amount. You cannot spend any more points then you have sorcerer levels. Also, you must choose to use how many points after the attack is made, but before it is confirmed if the attack hits or misses.

Dis When you hit an enemy with a melee attack with your mace or any weaponing dealing bludgeoning damage, you can choose one of these effects - the target is knocked prone if they are huge or smaller on a failed Strength save, the target is moved back 15 feet on a failed Strength save, or the target has their speed halved.

Minauros You gain innate immun

Cold Domain

The cold domain includes the worship of beings personifying ice, winter, cold, and frost. Their clerics are often cold and harsh, aiming to follow in the footsteps of their worship.

Domain Spells
Cleric Level Spell Name
1st Armor of Agathys, Ice Knife
3rd Snowball Storm, Icy Wind
5th Frost Lance, Sleet Storm
7th Frost Shield, Ice Storm
9th Cone of Cold, Ice Boulder

Disciple of Frost

At 1st level, when you deal cold damage to a target with a spell, you can reroll one of the damage die. When you do so, you must take the new result.

Channel Divinity: Breath of Winter

As an action, you can present your holy symbol and expend a use of Channel Divinity to deal cold damage equal to thrice your cleric level to any amount of enemies within 30 feet of you. The total damage is divided amongst them.

Cold Adaptation

At 6th level, your worship of cold gods and deities encourages you to emulate them in their survival. You have resistance to cold damage.

Cold Strike

At 8th level, you gain the ability to infuse your weapon strikes with cold magic. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Winter's Herald

At 17th level, you can use the power of winter to spur you forward. You gain immunity to cold damage, and you can reroll up to 3 of the die dealing cold damage and also you can choose which roll to take.

Fire Domain

While some might worship frost, others worship flame, whether it be as the protecter of mankind or as a weapon to bring their foes to their knees.

Disciple of Fire

At 1st level, when you deal fire damage to an enemy, you can add your Wisdom modifier to the damage. Also, as an action, you can touch an inflammable item and cause it to combust. This has no effect on creatures or items being carried or worn.

Channel Divinity: Call Inferno

At 2nd level, you can present your holy symbol and expend a use of Channel Divinity to deal fire damage equalto twice your cleric level to any amount of enemies within 30 feet of you. The total damage is divided amongst them. Also, you gain temporary hit points equal to half the total damage taken (including resistance and immunity, and not damage dealt).

Flame Bearer

At 6th level, you harness fire to protect and shield you and your allies. When you cast a spell dealing fire damage, you can choose up to three allies within 30 feet of you, including you, to gain a bonus to AC equal to your Wisdom modifier and temporary hit points equal to the AC bonus which all last for the next round. Also, when you are within 100 feet of a magical or nonmagical fire, you have advantage on saving throws against being frightened or charmed.

Fire Strike

At 8th level, you gain the ability to infuse your weapon strikes with flame magic. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Pyrelord

At 17th level, you gain mastery of fire. You gain immunity to fire damage and also whenever you cast a fire spell, you can choose to take the maximum damage for one of the dice. For example, if you would normally deal 4d6 fire damage, you would now instead deal 6 + 3d6 fire damage.

Knight of the Chalice

Channel Divinity: Purge the Unholy

At 3rd level, as an action, you can use your Channel Divinity to force an evil creature within 30 feet of you to make a Wisdom saving throw. On a failed save, the target takes radiant damage equal to four times your paladin level. A successful save halves the damage.

Slayer of Evil

At 7th level, when you hit an evil creature with a weapon attack, you can deal an extra 1d8 radiant damage to that creature. The damage increases to 2d8 at 15th level, and 3d8 at 20th level.

Improved Lay on Hands

At 15th level, your Lay on Hands ability is improved. When you heal a creature with your lay on hands ability, you can choose to give them a Sacred Touch, which reduces all incoming damage by your Charisma modifier for the next minute. Also, you can attempt to use some of your lay on hands pool to damage a fiend or undead within range with radiant damage. A Charisma saving throw halves the damage.

Destroyer of Evil

At 20th level, when you hit an evil enemy with a melee attack, you can use your Charisma bonus to hit and to damage as opposed to Strength or Dexterity. Also, when an evil enemy damages you with an attack, you can use your reaction to rebuke them, dealing 2d8 radiant damage to them. Whenever you slay an evil enemy, your speed doubles for the current round.

Undeath Domain

The domain of undeath deals with the worship of undead gods or of undead themselves.

Domain Spells
Cleric Level Spell Name
1st Bane, Ghoul Touch
3rd Invisibility, Wraith Breath
5th Animate Dead, Mortal Coil
7th Bloat Corpse, Blight
9th Cloudkill, Contagion

Disciple of Undeath

At 1st level, you can communicate with the undead. You have telepathy up to 60 feet, but you can only use it to speak to the undead.

Channel Divinity: Wraith Blade

At 2nd level, you can present your (un)holy symbol and expend a use of Channel Divinity to infuse your weapon with necromantic power. For the next minute, damage dealt with that weapon bypasses all sorts of resistance, even if it cannot normally do so, and deals extra force damage equal to your proficiency bonus to undead.

Call to Undeath

At 6th level, you gain power which you can to influence the undead. You are invisible to all unintelligent (INT 10 >) undead, provided you are not engaged in combat with them.

Death Blade

At 8th level you gain the ability to infuse your weapon strikes with death magic. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Lord of Undeath

At 17th level, you can command undead to serve your needs. As an action, you can command up to 10 undead within range. Each undead must make an Intelligence saving throw or be charmed by you for the next 10 minutes. If you are fighting the undead, it automatically succeeds on the save. Also, when you summon an undead, it has extra 2 hit die.

Darkness Domain

Domain Spells
Cleric Level Spell Name
1st Hellish Rebuke, Sleep
3rd Blur, Darkness
5th Devil's , Phantom Steed
7th Black Tentacles, Shadow Walk
9th Dominate Person, Seeming

Disciple of Darkness

At 1st level, you gain darkvision up to 60 feet away. If you already have darkvision, it increases to an extra 60 feet. Also, you become invisible in darkness. This invisibity ends when you move into dim or bright light, or if you cast a spell or deal damage. If you do so, you must wait a minute before you can become invisible again.

Channel Divinity: Out of the Shadows

At 2nd level, as an action, you present your holy symbol and expend a use of Channel Divinity to summon a Shadow. The Shadow is under your control for a minute until it dies. At 6th, 10th, 12th, 15th, and 18th level, an extra Shadow appears. At 10th level, you can summon one Greater Shadows instead of one Shadow and at 15th level, you can summon one Wraith instead of 5 Shadows.

Shadow Tag

At 6th level, as an action, you can touch a creature within 5 feet of you. The target is then shrouded in darkness for the next minute. They are considered invisible until they take damage, enter bright light, or you expend a bonus action to end the effect on them. The effect naturally expires after 5 minutes. Once you use this ability, you must take a short or long rest before doing so again.

Darkness Blade

At 8th level, you infuse your strikes with dark energy. You deal an extra 1d6 necrotic damage to enemies and an additional 1d4 necrotic damage if you and the target are in darkness.

Shadowlord

At 17th level, you master the darkness. You can cast darkness as a 2nd level spell using a 1st level spell slot, and you also gain resistance to necrotic and radiant damage, which turns into immunity when in darkness. You can also cast sleep at-will with a maximum hit points equal to five times your cleric level as long as the targets are in darkness.

Earth Domain

The domain of earth deals with gods of rock, stone, or the primordial spirits of the big ball of rock itself.

Tremor

At 1st level, you can control the ground you stand on to aid you. As an action, you can choose one of these following abilities -

Earth Tremor: All enemies within 10 feet of you must make a Dexterity saving throw or fall prone.

Solidify: For the next 5 minutes, you ignore difficult terrain caused by mud, dirt, rock, or earth.

Levitate Rock: As long as you concentrate on this ability (for up to a minute) you can levitate a 5 foot cube of rock underneath you up to 3 feet off the ground, and carry you at a speed of 15 feet per round.

Once you have used one of these abilities, you cannot use it again until you finish a short or long rest.

Channel Divinity: Stoneflesh

At 2nd level, you can present your holy symbol and expend a use of Channel Divinity to grant yourself flesh made of stone. For the next two minutes, you have a +2 bonus to Strength and Constitution (this bonus effectively raises both scores by 2) and a +4 bonus to AC while unarmored. You also become immune to the Stoneskin and Flesh to Stone spells, but a Stone to Flesh spell will end it on you.

Rock Smash

At 6th level, you can harness the power of stone to hurl rocks with the power of your faith. As a bonus action, you can telekinetically pick up a rock or stone no bigger than 10 feet in any direction and which weighs no more than 110 kg. You can then move the rock up to 15 feet a round (at a steady speed, although no rock can go more than 30 feet away from you, and this is effectively a bit less than 2 miles per hour)

Alternatively, you can hurl a rock at a target, who must make a Dexterity saving throw, taking 8d6 bludgeoning damage in a 20 feet sphere (for 5-10 feet rocks) or 2d6 piercing damage (for small rocks). Once you use this ability, you must take a short or long rest before you do so again.

Earthen Blade

At 8th level, your weapons are filled with the power of earth. They deal an extra 1d6 damage of their respective type and count as both adamantine and magical. At 14th level, the damage increases to 2d6.

Earthen Power

At 17th level, you can cast Stone to Flesh at-will. In addition, you gain resistance to bludgeoning, piercing, and slashing damage from non-adamantine weapons.

Commander

The commander is a fighter who relies on their natural charisma and intelligence to study the battlefield and have their allies.

Rally

At 3rd level, you can rally your allies to fight. When you take the attack option, you can choose to eschew a weapon attack with a call to arms. When you use this ability, choose an ally within 30 feet of you. That ally can use their reaction to move up to 15 feet away and make a weapon attack against a foe in range. You can add your Charisma modifier to the attack roll.

Call to Arms

At 7th level, you can use an action to call to arms. Choose a number of allies within 30 feet equal to your proficiency bonus. Those allies are bolstered, granting advantage on their next attack roll and allowing them to take the dodge, disengage or dash action (one only) as a free action. Once you use this ability, you cannot do so again until you finish a short or long rest.

Overwhelm

At 10th level, you can overwhelm your enemies with superior strength. When a target of your rally or you make a weapon attack against an enemy, you can add your Charisma bonus to the attack roll if the foe is adjacent to another ally of yours or you can add your Charisma bonus to the damage roll if you have more hit points than your enemy.

Military Advantage

At 15th level, you can add your Intelligence bonus in addition to your Charisma bonus when you use your rally or your call to arms. Also, you can add your Intelligence bonus to your initiative roll.

Turn the Tide

At 18th level, when you or a target of your rally reduces a foe to 0 hit points, all of your enemies and allies of that slain foe in a 100 foot radius who can see or experience the event must make a Wisdom saving throw or be frightened of you and your allies. While frightened in this way, they take an extra 1d8 damage from attacks. While frightened, they can repeat the save at the end of their turn, ending the effect on a success.

Elite Guard

The elite guard is a trained fighter who protects and defends, only attacking if necessary. They are trained in their weapons and can retaliate if threatened.

Active Defence

At 3rd level, you can engage in active defence. As a bonus action, you get in a defensive stance, ready to strike. While in this stanse, you get a +3 bonus to AC and to hit, but you can only make the attack action as a reaction when an enemy makes a weapon attack against you. You can end this stance with a bonus action.

Weapon Defence

At 7th level, you learn how to defend yourself with different weapons.

If using a spear, you gain +2 to hit against armored enemies.

If you are using a shield, you have +1 to your AC.

If you are using a short or longsword, when you make a reactive strike as part of your active defence, you deal +2 damage.

If you are dual-wielding, you gain a +2 bonus to AC.

Deflecting Blow

At 10th level, you can defend yourself or your allies with a strike against your foe. As a reaction, when you or your ally is targeted by an attack, you can take the attack action against the enemy. You do not need your active defence for this. If the attack hits, subtract the damage dealt from the enemy's attack roll. Once you have used this ability, you cannot do so again until you finish a short or long rest.

Instinctive Defences

At 15th level, your senses are heightened so you can tell if an attack is coming so you can prepare yourself. As long as you can see your foe, you have a +3 bonus to AC.

Disarm Foe

At 18th level, you can disarm threats to you and your allies. When you succeed on an attack by your deflecting blow or active defence, the target must succeed on a Dexterity or Strength saving throw or drop their weapon.

Knight of the Thirteen

Initiate of the Thirteen

At 3rd level, you have been initiated into the Thirteen. You learn a specialized fighting style known only to the members of the elite milita known as the Thirteen. Also, you are trained to be courteous but simultaneously intimidating as part of your training. You gain proficiency in Intimidation and Persuasion. Also, when you make a check using either of those skills, you can double your proficiency bonus.

Also, choose a single Thirteen fighting style. You can choose another at 9th level.

Advanced Dueling When you are fighting with a sword in one hand and nothing in the other, you gain a +2 bonus to hit and to damage.

Strike Weakness When you have advantage on the attack roll, you can eschew the advantage on the attack roll to gain advantage on the damage roll.

Expert Maneuvering Your base walking speed increases by 10 feet and opportunity attacks against you take a -2 penalty as long as you are wearing light, medium, or no armor, are using a sword only with nothing in your off-hand.

Defensive Maneuver While using only a sword and wearing medium armor, your Dexterity max to AC increases by 2. Also, you have advantage on the parry deflect blow.

Great Blow

At 7th level, you learn a special way of attacking which you can use to deflect attacks, to knock away weapons, to confuse foes, or to sunder armor.

You have a pool which you can expend a use from to make a great blow. The pool has a number of uses equal to your proficiency bonus. When you expend a use of your great blow, you can roll a d8 and add the number in addition to your proficiency bonus to the damage roll. Your pool fully recharges after a short or long rest.

Improved Great Blow

At 10th level, when you use your great blow, you can do so in a way which allows you to simultaneously affect your target heavily. When you make a great blow, choose one of these extra abilities for that great blow from underneath. Your great blow save DC is 8 + your Proficiency bonus + your Strength or Dexterity modifier. When you use a great blow effect against the same target, they have advantage on the subsequent saves in the next minute or until you target another creature with a great blow effect.

Disarm Your target must make a Dexterity saving throw or be disarmed.

Trip Your target must make a Dexterity saving throw or fall prone.

Feint Your target must make a Dexterity saving throw or have all attacks against it in the next round to have advantage. You can use a reaction to make an attack against that enemy.

Sunder Your target must make a Dexterity saving throw or have its armor, shield, or weapon sundered, taking a -1 penalty to armor or to-hit/damage. If the AC of an armor is reduced to 0 without Dexterity modifiers, it breaks, or when a shield bonus to AC is 0, or a weapon takes -4 to hit/to damage, it breaks.

Luck of the Thirteen

At 15th level, when you make an attack roll, an ability check, or a saving throw, you can choose to replace the number you rolled with a 13. You regain the use of this ability after taking a short or long rest.

Master of the Thirteen

At 18th level, you become a true Lord of the Thirteen. You have unlimited use for Luck of the Thirteen ONLY if it is used for Charisma based ability checks. Also, choose a Thirteen mastery from the list below.

Ultimate Blows The bonus damage for your great blow increases to d10. Also, if you rolled a 1 or 2 on your great blow bonus damage, you can reroll it, but must use the new roll.

Supreme Critical Your critical threat range increases to 18-20.

Counterstrike As a reaction when an enemy makes an attack against you, you can take the attack action against them at the cost of a great blow pool. You do not roll the dice for extra damage.

Blade Counterspell As a reaction when an enemy casts a spell within 10 feet of you, you can move up to 10 feet towards them and make an attack. The foe who is casting while you blade counterspell successfully must make a Constitution saving throw equal to your damage dealt, the spell being wasted and not cast on a failure.

Foe Slayer When you roll maximum damage on your damage roll, you can choose to add your fighter level to the damage.

Spells

Adamant Weapons

2nd-level transmutation (artificer, paladin, wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A weapon you touch is surrounded with magical force, giving it the properties of the rare earth metal Adamantine. For the duration of the spell, the weapon counts as both magical and adamantine .

Avatar of Justice

2nd-level transmutation (paladin)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute

You become a raging avatar of justice. For the duration of the spell, you have a 10 foot aura extending out of you. All enemies who start their turn in the aura or who enter it take 2d4 radiant damage. You also gain resistance to all nonmagical damage and have flight equal to your base walking speed.

Begone Thot

5th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a neckbeard, a fedora, and a broom)
  • Duration: Instantaneous

You utter the incantation of bizarre power, exorcising all thots within range. All female humanoids in this spell's range are instantly banished from your sight and are transported to the plane of Thottery. For the first 5 minutes after you cast the spell, the thots remain banished, but afterwards they can make a Wisdom save to plunge back to the Material Plane.

This spell also permanently gives you disadvantage on all Charisma checks concerning female humanoids, and must be cast by a male.

Bind

5th-level evocation (sorcerer, wizard, cleric)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a crystal worth at least 50 gp)
  • Duration: Concentration, up to 5 minutes

3 creatures within range must make a Dexterity saving throw or have binds made of force wrap around them. The targets become restrained and have their speed reduced to 0 on a failed save. A bound target can make another saving throw every minute to break free.

Bloat Corpse

4th-level necromancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

A corpse within range swells up and becomes bloated. If touched, pierced, or hit, or when the caster uses a bonus action, the corpse ruptures and explodes, splattering blood, gore, and internal organs all over everywhere in a 20 feet sphere.

Creatures hit by the explosion must make a Constitution saving throw or take 3d6 poison and 2d6 necrotic damage, or half on a successful save. A failed save also results in the creature being sickened and thus is incapacitated for the next round.

The bloated corpse is non magical. If the corpse is animated into undead, it explodes when hitting 0 hit points, taking more than 8 piercing or slashing damage or if the caster activates it using a bonus action, and then the undead dies.

Burning Hatred

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a match)
  • Duration: Concentration, up to ten minutes

A target in range must make a Wisdom saving throw. On a failed save, they are filled with rage towards a creature of your choice within 100 feet of them. They then aim to kill that creature and that creature only, and have disadvantage against all other creatures.

The target can repeat the save once per round after taking damage, ending the effect on a success. This save has disadvantage if the damage taken is from their "enemy".

Dark Matter Bolt

5th-level necromancy (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A swirling mass of dark matter is blasted out of your hands to a creature in range. The target must make a Dexterity saving throw or take 12d6 necrotic damage, or half on a successful save.

Deathless Vigor

1st-level transmutation (wizard, warlock)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bone)
  • Duration: 10 minutes

An undead creature you touch gains 10 temporary hitpoints and a +2 bonus to Constitution saves for the duration of the spell.

Disjunction

4th-level abjuration


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

As a reaction when a creature attempts to teleport away and is in range, you cast this spell, preventing the teleportation and dealing 3d6 force damage to the target.

At Higher Levels: When this spell is cast using a 5th or higher spell slot, the range increases by 10 feet for every spell slot level over 4th.

Druidic Rites

8th-level abjuration (druid, ritual)


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (a sprig of mistletoe, a mummified monkey's paw, a sliver of petrified wood, and an emerald worth at least 100 gp, all of which are consumed)
  • Duration: Until dispelled

Lines of power, each marked by strange runes, spring out from underneath your feet, protecting the area in a 100 foot sphere, of which you are in the center of, given that it is an area of nature (otherwise the spell automatically fails). The area blocks any form of teleportation unless you will it to, and also prevents any undead from rising or entering the area. As a result, wizards cannot cast shrouds in the area.

Also, as long as you are in the area, you can spend up to 10 hours a day tracing more intricate lines, with up to 5 lines, each representing an effect below.

Druidic Protection: While in the area, you have a +4 bonus to AC as long as you are unarmored.

Outsider Warding: Fiends cannot enter the area without your permission. Fiends with legendary actions can try to enter after making a successful save against your spell save DC. If they fail, they automatically fail all other checks for the next hour.

Spell Warding: Damaging spells can only be cast after the caster makes a successful spellcasting check against your spell save DC.

Fey Banishment: While your target in the area, you can teleport up to three chosen targets to the Feywild once each day with only a Wisdom save against it.

Healing Lines: While in the area, you heal 1d8 hitpoints every minute.

Equal Trade

1st-level transmutation (wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (the item to replace it with, which must be provided)
  • Duration: Instantaneous

You must first have the target item with you. Choose a nonmagical item or 5 foot cube of nonmagical material to replace it with, although you can only replace items with items and cubes with enough material to fill that area. When the spell is cast, the item or cube is replaced, and you end up losing the item to replace, but gained the item you wanted to replace.

Excavate

4th-level evocation (druid, wizard)


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a pickaxe or hammer, which must be held while casting the spell)
  • Duration: Concentration, up to 10 minutes

A beam of energy springs out to 30 feet in front of you. It eats through 2 square feet of nonmagical stone in a round, or 5 square feet of nonmagical earth, or 1 square foot of cut stone bricks.

At the beginning of your turn, you can choose if it is on and which direction it faces.

Exorcism Shot

4th-level transmutation (ranger)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You must be holding a bow to cast this spell.

You create an arrow formed of powerful anti-undead energy. As an action, you can fire the arrow at an undead. On a hit, the undead takes 5d10 force damage and is paralyzed for the next round. Undead with legendary actions are unaffected by the paralysis.

Fade Away

2nd-level illusion (sorcerer, wizard)


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As a reaction when you are targeted with an attack, you turn invisible until the start of your next turn and the attack misses.

Ghoul Touch

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a living target, bestowing upon them sickness. Your target must make a Constitution saving throw, taking 1d6 poison damage on a failed save or half on a successful one. If the target takes any of the damage, for the next 24 hours, they lose any resistance to poison or necrotic damage. This does not apply to immunities.

Ice Boulder

5th-level conjuration (cleric, druid, sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lump of ice and snow)
  • Duration: Instantaneous

A lump of ice 5 feet across is blasted from your hands, traveling in a line up to 60 feet long to an area in range. Any enemies in the area must make a Dexterity saving throw or be knocked prone and take 10d4 bludgeoning damage and 1d10 cold damage. The damage is halved on a successful save.

Improved Shield

3rd-level abjuration (bard, cleric, sorcerer, ranger, paladin, wizard, warlock)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute

You protect yourself against harmful effects and attack. Until the spell ends, you have a +5 bonus to saves and AC.

At Higher Levels: When this spell is cast at a higher level, you can increase the bonus to either saves or AC (choose one) by +1 for every level beyond third, to a maximum of +8 (including the original spell bonus). At 6th level and above, the spell duration extends to two minutes, and to five minutes at 9th level.

Jaws of Hell

3rd-level evocation (wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A target within range has a Medium force mandible-filled jaw clamp down on them. The target must make a Dexterity saving throw, taking 7d6 force damage on a failed save, or half on a successful one.

Magic Sword

1st-level transmutation (bard, cleric, ranger, paladin, wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A weapon you touch is now considered a magical weapon for the purpose of bypassing resistance and immunity.

Mend Flesh

3rd-level necromancy (cleric, wizard, warlock)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bandage, some medical tape, and a vial of blood, all of which are consumed)
  • Duration: Concentration, up to a minute

A creature you touch has their flesh begins to set and mend. For every round you keep concentration, they regain 1d4 hit points, for a maximum of 10d4 after a minute. Creatures without flesh (oozes, most constructs, skeletons, azers) do not benefit from this spell.

Metalline Weapons

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A weapon you touch gains properties of other metals. Choose another metal other than adamantine (silver, mithril, ornium), and this weapon is considered that metal for bypassing resistance and immunity. The weapon also becomes magical.

Morphic Weapons

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A weapon you touch gains the ability to morph into different forms. For the duration of the spell, it counts as bludgeoning, piercing, as well as slashing damage for bypassing resistance or immunity, and is also magical.

Mortal Coil

3rd-level necromancy (sorcerer, wizard, warlock)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A twisting spiral of necrotic energy springs from your hand to a creature within range. The target must make a Constitution saving throw or take 7d6 necrotic damage. A target reduced to 0 hit points by this spell dies automatically.

If this spell is cast on an undead, it must make the save or be charmed by you for the next 5 minutes. Intelligent undead can make a save every minute, and extremely intelligent undead (Intelligence 13+) can make the save every round. A charmed undead can be commanded to attack and defend. Undead with legendary actions are unaffected.

This spell does not damage undead if you choose to charm them. Alternatively, you can choose to allow this spell to damage undead but not charm them.

Negative Energy Restoration

1st-level necromancy (cleric, wizard, warlock)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bone)
  • Duration: Instantaneous

An undead within range regains a number of hit points equal to 1d8 + your spellcasting ability modifier.. This spell has no effect on constructs or other types of creatures.

At Higher Levels: For every level beyond 2nd, the healing increases by 1d8.

No Place for Disgrace

2nd-level transmutation (bard, paladin, wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Special

You gain advantage on all Charisma skill checks until you fail a check, and then the spell ends.

Poison

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the chelicerae of a spider and a scorpion's stinger)
  • Duration: Instantaneous

Up to 3 enemies in range are inflicted with a deadly poison. Each target must make a Constitution saving throw, taking 4d6 poison damage on a failed save and the poison progressing or half damage on a success.

Choose one of these poisons -

Ice Chill Poison On a failed save, the target's speed is halved. At the beginning of their next round, they must make another Constitution saving throw. After 3 failures, their muscles seize up. The target has disadvantage on Dexterity and Strength saving throws and checks. The target must keep saving until they have successfully held off the poison for a minute. On a success, this effect is suppressed. Once the target has already received the effects of stage 2 of the poison, they need to save every minute. After 3 failed saves, they are paralyzed for the next minute. After the paralysis ends, they can save again for every minute after that. After 3 successes, they can save again in the next hour. On 3 successes every hour, the poison is suppressed and the effect ends.

Soulshatter Poison On a failed save, the target loses resistance to all elemental damage (not immunity, elemental damage is acid, cold, fire, and lightning). At the beginning of their next round, they must make another

Power Word Trip

4th-level enchantment (cleric, sorcerer, wizard, warlock)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

A creature within range falls prone.

Reanimation

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a corpse)
  • Duration: Concentration, up to 1 hour

A corpse you touch becomes imbued with negative energy and becomes a zombie under your control for the next hour. If you can keep concentration for the whole duration, the spell lasts an extra 7 hours without concentration.

The zombie is permanently under your control if the spell lasts the whole 8 hours. Otherwise, if the spell ends early, the zombie reverts back to a corpse.

Rupture

6th-level evocation (cleric, druid, wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

The ground swirls and mixes up, causing the ground to be dislodged. You have 10 5 feet cubes of ground. The first cube must be adjacent to the caster, and each cube must have at least one of its side faces adjacent to that another of another cube. Any creature in the area must make a Dexterity saving throw or take 8d8 bludgeoning damage and be knocked prone.

Shield Barrier

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self (15 foot sphere)
  • Components: V, S, M (a bar of iron)
  • Duration: Instantaneous

All creatures in the range must make a Constitution saving throw or be pushed to the edge. This spell does not pass through walls. A successful save negates the effect. Once the spell has been cast, until their next turn, the caster's AC increases by 5.

SLAM

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch is hit with force energy. They take 2d4 force damage then are thrown backwards up to 20 feet away and knocked prone. If they hit an object on their way, they take 2d4 bludgeoning damage too.

Summon Monster

2nd-level conjuration (bard, cleric, warlock, wizard, ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a cone of incense, a sheet of marked paper and a vial of blood)
  • Duration: Concentration, up to 1 hour

You bring into existence a being from another time and space. You summon a creature, which possesses extraplanar properties, and as a result is susceptible to banishment and any spells or abilities which affect extraplanar enemies. The summoned creature must be CR 2 or lower, and when summoned, is charmed by you. It obeys your commands, as long as it is not suicidal, or directly contradictory to its alignment or morals. If issued no commands, it stands and protects itself but does nothing.

If you harm the summoned being or it is targeted by dispel magic or you lost concentration, it must make a Charisma saving throw against your spell save. On a sucess, it becomes hostile to you in addition to others which harm it or it are naturally opposed to. The summoned creature remains under your command on a failure. For every three failures, the creature gains a +1 bonus to subsequent saves against this effect, for a maximum of +4.

The summoned creature disappears if it dies, is banished, or if it has been an hour since it was summoned.

At Higher Levels: When this spell is cast with a 3rd level spell slot, the maximum CR increases to 3, if it is cast with a 4th level, 5, if 5th level, then 6, if 6th level, 9, if 7th level, 11, if 8th level, 13, if 9th level 15.

Summoning more powerful beings is dangerous. If the summoned creature has a CR of 7 or higher, it can make a Charisma save every 10 minutes to break free or if it takes more than a quarter of its total hit points in a single round. A summoned creature of CR 10 or higher always succeeds the Charisma save after breaking free, and can make the Charisma save to break free after every minute. A summoned creature of CR 13 or higher makes the save every minute with advantage.

Wail of the Banshee

9th-level necromancy


  • Casting Time: 1 action
  • Range: 25 feet
  • Components: V
  • Duration: Instantaneous

You utter a screech powerful enough to strike your foes dead. All creatures in range must make a Constitution saving throw or drop dead. Enemies with legendary actions or over 200 hit points automatically save. A successful save deals 8d6 psychic damage and frightens the target. Undead, ooze, plants, constructs and deaf enemies are immune to this effect.

Once you have successfully cast this spell, your voice is drained and you cannot speak nor cast spells with verbal components for the next minute.

Wraith Breath

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30 feet cone)
  • Components: S
  • Duration: Instantaneous

You exhale a cone of corpse breath and vapor. All living targets in range must make a Constitution saving throw. On a failed save, for the next hour, they cannot receive hit points from any healing that only benefits living targets. The targets can repeat the save every minute, ending the effect on a success. \

π•―π–Šπ–— π•Άπ–†π–Žπ–˜π–Šπ–—